Changeset 1265
- Timestamp:
- Apr 21, 2012, 9:45:15 PM (11 years ago)
- File:
-
- 1 edited
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trunk/src/gpu/shader.cpp
r1259 r1265 399 399 { 400 400 #if defined USE_D3D9 || defined _XBOX 401 /* FIXME: do we need padding here like for the mat3 version? */ 401 402 if (uni.flags & 1) 402 403 g_d3ddevice->SetPixelShaderConstantF((UINT)uni.frag, &m[0][0], 1); … … 406 407 glUniformMatrix2fv(uni.frag, 1, GL_FALSE, &m[0][0]); 407 408 #else 408 /* Not implemented */409 /* FIXME: not implemented */ 409 410 Abort(); 410 411 #endif … … 414 415 { 415 416 #if defined USE_D3D9 || defined _XBOX 416 /* FIXME: does this work at all? */ 417 /* Padding matrix columns is necessary on DirectX. We need to create 418 * a new data structure; a 4×4 matrix will do. */ 419 mat4 tmp(m, 1.0f); 417 420 if (uni.flags & 1) 418 g_d3ddevice->SetPixelShaderConstantF((UINT)uni.frag, & m[0][0], 3);421 g_d3ddevice->SetPixelShaderConstantF((UINT)uni.frag, &tmp[0][0], 3); 419 422 if (uni.flags & 2) 420 g_d3ddevice->SetVertexShaderConstantF((UINT)uni.vert, & m[0][0], 3);423 g_d3ddevice->SetVertexShaderConstantF((UINT)uni.vert, &tmp[0][0], 3); 421 424 #elif !defined __CELLOS_LV2__ 422 425 glUniformMatrix3fv(uni.frag, 1, GL_FALSE, &m[0][0]);
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